Curing toxicity – developing design principles to buffer toxic behaviour in massive multiplayer online games

IF 0.6 Q4 CRIMINOLOGY & PENOLOGY
Bastian Kordyaka, Björn Kruse
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引用次数: 5

Abstract

Purpose The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online video games allow to simultaneously interact with others in real time. They can be considered as digital communities unifying a group of players within a video game. TB is characterized by spreading a bad mood (e.g. upsetting and insulting) leading to unsatisfying outcomes in team-based multiplayer environments. Design/methodology/approach Using mixed methods, the authors show that handling TB should be addressed more firmly on a level of game design. First, the authors test the explanatory power of the online disinhibition effect (ODE) and its antecedents on TB using a quantitative survey (N = 320) and structural equation modelling. Specifically, the authors show that dissociative anonymity, asynchronicity, solipsistic introjection, dissociative imagination and minimization of authority have a mediated effect through toxic disinhibition as predictors of TB. Second, the authors conduct a focus group workshop (N = 10) with experts from diverse disciplines to derive design principles on a level of game design. Findings The results indicate that transparency and imminent feedback are still underutilized elements in game design that can significantly buffer several forms of TB. By developing a heuristic prototype and exemplary design principles in subsequent categories, the authors address all relevant in-game scenarios. With this study, the authors provide researchers and practitioners helpful insights on how to increase the well-being and safety of gaming communities. Originality/value ODE already showed its explanatory potential in the neighbouring context of cyberbullying. Embedded in theories of negative behaviour on the internet, the authors propose a holistic and theory-driven approach to handle TB on a level of game design. The authors’ insights allow for a better understanding of an innovative entity of the dark side of technology diffusion and adverse side effects linked to it.
治疗毒性——开发设计原则以缓冲大规模多人在线游戏中的毒性行为
目的本文的目的是调查在多人在线视频游戏中严重损害个人游戏体验的毒性行为。多人在线视频游戏允许同时与他人实时互动。它们可以被视为电子游戏中统一一群玩家的数字社区。TB的特点是在团队多人游戏环境中传播不良情绪(如令人沮丧和侮辱),导致不满意的结果。设计/方法论/方法使用混合方法,作者表明,应该在游戏设计的层面上更坚定地解决结核病问题。首先,作者使用定量调查(N=320)和结构方程模型测试了在线去抑制效应(ODE)及其前因对结核病的解释力。具体而言,作者表明,解离性匿名性、异步性、唯我内向性、解离性想象和权威最小化通过毒性去抑制作为结核病的预测因子具有中介作用。其次,作者与来自不同学科的专家一起举办了一个焦点小组研讨会(N=10),以得出游戏设计层面的设计原则。结果表明,在游戏设计中,透明度和即时反馈仍然是未充分利用的元素,可以显著缓冲几种形式的TB。通过在后续类别中开发启发式原型和示例性设计原则,作者解决了所有相关的游戏场景。通过这项研究,作者为研究人员和从业者提供了关于如何提高游戏社区福祉和安全的有用见解。独创性/valueODE已经在网络欺凌的邻近背景下显示出其解释潜力。在互联网上的负面行为理论中,作者提出了一种在游戏设计层面上处理结核病的整体和理论驱动的方法。作者的见解有助于更好地理解技术传播的黑暗面和与之相关的不良副作用的创新实体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Safer Communities
Safer Communities CRIMINOLOGY & PENOLOGY-
CiteScore
1.60
自引率
0.00%
发文量
18
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